simulations and rendering of waterfalls, smoke and particles fx.
The early years. I interned at Psyop, then at Method, and stayed in that world for seven years: first making the pictures, then building the tools that make the pictures.
From 2010 to 2013 I was an FX technical director at Psyop. Twenty-something TV commercials of particles, smoke, water, and things breaking apart in slow motion.
I slowly switched gears and started working on the underlying engineering problems of visual effects studios. Between Psyop and the now-defunct Method, I standardized rendering processes across multiple global offices, modernized the studio package management system, and authored color review workflows.
In 2016 I joined The Mill as an R&D engineer and looked after the studio's production pipeline until 2017, when I moved over to the creative technology side. That part of the story continues in Spark AR.